That is a very nice summary .I give the edge to GHZ largely because it teaches a LOT and even gives the opportunity for more lessons along the way.
A few that stick out that can be applied across the entire Sonic 16-bit foursome...
a) The high road is more desirable, and offers more treats if you can get up there. That said it's hard to get up there, and can be even harder to stay up there. Conversely, low route can be sometimes the easier route, but you can miss out on more rings/power-ups/1ups/etc.
b) Speed is a reward for learning about how Sonic handles momentum. He's a little blue pinball with legs. Having a hard time getting up that incline? Taking advantage of that timely horizontal spring can be key. Or just building up speed from that other incline you just passed by moments ago!
c) That said, Sonic's world is a dangerous one. Trouble lurks around every bend, and foolishly speeding around will often just send him smack into the waiting clutches of some badniks. So, if you want to keep your speed and, even more importantly, your rings? Your best bet is to tuck Sonic into a ball, his most safe state, and roll with it. This is probably the most crucial lesson that people miss, and easily contributes to the whole "I get punished for going fast" thing that some speak about.
For an opener that aims to teach you so much in the 5 minutes or less you ideally spend with it, it's so mechanically rich, and it does it fairly organically, too.
we aren't talking about how much fun you are having we are talking which one is a better opening level, otherwise we wouldn't be talking about ghz and 1-1 and some better harder instead.i didn't say it wasn't memorable
being able to memorize a simple layout via repetition doesn't automatically make it a good level though
it still is good, mind you, but it's not because "i can remember the layout"
we aren't talking about how much fun you are having we are talking which one is a better opening level, otherwise we wouldn't be talking about ghz and 1-1 and some better harder instead.
fun is important but the main purpose of a first level is too teach and 1-1 just does a better job at it, it introduces the genre and set it up for the rest of the game.
green hill zone feels like it came out of an entirely different game because the rest of sonic 1 does not build anything in green hill zone. green hill zone is way more fun imo, but it is worse at teaching the player compared to 1-1.
think about it this way, if you had a friend who never played video games in their life, would you give them 1-1 as their first time gaming ever, or green hill zone.
I had never heard that ALBW was so highly regarded! I'd really love to read more on this, do you have any links?1-1 is a masterclass in level design to this date and gets used in game design classes to explain how to organically teach a player how to play the game (the other hallmark game for this is actually The Legend of Zelda: A Link between Worlds)
Don't have any actual learning resources at hand; but the main reason ALBW is so highly regarded is because its really easy to understand the logic behind the games dungeons with the primary gameplay loop.I had never heard that ALBW was so highly regarded! I'd really love to read more on this, do you have any links?
Super Mario Bros wasn't even the first side-scrolling platformer on the NES (that would be Lode Runner). The Atari 2600's best selling original game was Pitfall!, a screen-at-a-time platformer. The platformer, and the side scroller, were both well established and regularly available in arcades.I think something people are forgetting is that Mario had to introduce a whole genre.
Super Mario Bros wasn't even the first side-scrolling platformer on the NES (that would be Lode Runner). The Atari 2600's best selling original game was Pitfall!, a screen-at-a-time platformer. The platformer, and the side scroller, were both well established and regularly available in arcades.
I would suggest you're missing the spirit of my post I was there, my first console was a 2600, I played Super Mario Bros. that first year of the NES in the US. I played Mario Bros before the Super. That Mario moved and jumped was not a new concept, "jumping games" were an established genre.You're technically correct, but I think this misses the spirit of the post.
Yes, the genre was redefined by Super Mario, and in retrospect, the genre coalesced around it. But that's looking at games that came after, backwards. It's not considering what 1-1 did in the context of what gamers already knew.Super Mario Bros. was a very different sort of game, and far closer to the genre as we know it than to Pitfall or Lode Runner.
I was there as well, and I feel that saying that SMB is not the genesis of the side scrolling platformer genre is like saying that SF2 isn't for the fighting genre as, well, there was Karate Champ. Pitfall is not a scrolling platformer and Lode Runner is not something many people played (as of today sales are around 300k), so I don't think you can credit it for teaching the core platforming concepts to the global audience. SMB was the game that reached everywhere and which became the first platforming experience for most people: It's the game responsible for teaching the global audience about the basic side-scroller platforming concepts.I would suggest you're missing the spirit of my post I was there, my first console was a 2600, I played Super Mario Bros. that first year of the NES in the US. I played Mario Bros before the Super. That Mario moved and jumped was not a new concept, "jumping games" were an established genre.
Super Mario Bros. was a landmark game in hundreds of ways, and 1-1 is a masterpiece of level design, but this idea that SMB created a brand new genre and 1-1 had to explain fundamental platforming concepts to players is revisionist history and I will die on that hill.
I strongly disagree with this: The NES and the arcade cabinets only had 2 buttons (well, 4 if you count start & select but those wouldn't be used for gameplay until much later), so it's only a matter of time before players would press A and see Mario jump. I guess it's possible some people around the time would've already known about the jumping mechanic, and I'm also sure that the major culprit for that would be Donkey Kong with it's 20M sales and global phenomenon status. And it featured the same protagonist, so it was easy for people to imagine that Mario could also jump in this one. DK predates Pit Fall and Lode Runner as well, so any merit given to them as being the first at anything may have to be given to DK instead.1-1's ability to teach gameplay concepts, in fact, depends fundamentally on players understanding genre's conventions! Gamers fawn (correctly) over the brilliant opening design where you almost have to kill the goomba and get the powerup. I distinctly remember running from the mushroom, getting stuck on the left edge of the screen and being surprised when I didn't die. It works beautifully. And it only works because I knew Mario was a jumping game.
But that's why this level is so great: Because everyone understood those things. And it's no coincidence, it's a consequence of the level design. People understood that you had to go to the right because of the sprite of Mario looking to the right, because of the negative space to his right caused by Mario starting not at the center of the screen but to the left, because Mario himself was designed with a big nose and a moustache for contrast to make it even more apparent to enforce this directionality, because if you tried to go to the left the screen just wouldn't budge...All of these are conscious design decisions that had the same goal and they worked! Here we are, 20 years later and a lot of the design principles in that very first screen are still used and studied. I think we're beyond doubting that it was a VERY good design.If you don't get that Mario's goal is on the right, and that Mario runs and jumps, that little tutorial section doesn't work. As I clearly remember my distant cousin, Jessica, dying over and over again to that first Goomba, because she didn't get jumping was a core concept.